Method and system for interactive toys

ABSTRACT

The present invention provides methods and systems for an interactive toy which synthesizes sound in real time in response to changing events. At least one sensor provides continuous motion information, including at least information related to the angular position and the velocity of at least one toy portion&#39;s motion relative to a second toy portion. Each toy portion resembles portions of a vehicle. A memory is used to store data relating to a plurality of play scenarios as well as to store information related to a user&#39;s play pattern. A processor is coupled to the memory and the at least one sensor. The processor is configured to select one of the play scenarios based on at least the continuous motion information and to produce synthesized sounds resembling sounds made by real versions of at least one of the two toy portions in response to at least the continuous motion information, the play pattern information, and the selected play scenario.

[0001] The present application claims priority from U.S. ProvisionalPatent Application No. 60/089,969 filed on Jun. 19, 1998. The contentsof that application, in its entirety, is hereby incorporated byreference.

FIELD OF THE INVENTION

[0002] The present invention relates to methods and systems forinteractive toys, and in particular, to methods and systems toy soundgeneration.

DESCRIPTION OF THE RELATED ART

[0003] Great efforts have been expended on making toys more fun and morestimulating. Typically, toys are either “reproductions” of real objects,such as jets, cars, and dolls, or are imagined-type objects, such asaliens, space ships, and the like. To make these toys more interestingto children, additional features have been added to toys to make themseem more active and real. For example, toys, such as dolls, have beenequipped with devices for reproducing prerecorded or predeterminedcrying sounds. However, prior art toys still provide inadequatesimulation of the reproduced object.

[0004] One disadvantage of conventional toy sound generation systems isthat they simply play back a limited set of prerecorded sounds. Thus,for example, a toy doll may only be capable of reproducing a cryingsound “waa,” a cooing sound “ooh,” and a the sound “mama” as well as alimited vocabulary of like sounds. Each sound is typically reproduced inresponse to a corresponding single type of stimuli. For example, thedoll may play back a cooing sound in response to placing a bottle in thedoll's mouth. Similarly, the doll may play back a laughing sound inresponse to being picked up. Thus, prior art toys are disadvantageouslylimited to reproducing a limited prerecorded or predetermined vocabularyof sounds in response to a corresponding single stimulus. Thislimitation greatly reduces toy realism, thus reducing the toy “funfactor.”

[0005] More sophisticated conventional toys generate realistic sounds inresponse to commands issued by a remote control unit. Thus, in a remotecontrol toy car of this type, when a remote control commands the engineto accelerate, these commands or related internal motor control linesare monitored by sound generation equipment and a peelout sound isgenerated. However, toys of this type require motors which receiveremote control commands in order for realistic sound generation to beaccomplished. These motorized toys are disadvantageously expensive andare not suitable for younger children or for non-motorized, non-remotecontrol applications.

[0006] Furthermore, those prior art toys that emit a sound in responseto the movement of the toy or pressure on the toy typically incorporatevery simple sensors that provide limited information. These sensors areoften merely electrical contacts that close in response to pressure onone contact. The prior art toys lacked sensors which would impartinformation which could be used to deduce the acceleration or velocityof movement of a portion of a toy, such as the motion of a canon on atank or the motion of the arm of a doll or action figure. Furthermore,the sensors used in prior art toys typically fail to impart informationon the three dimensional, X,Y,Z motion of the toy or of a portion of thetoy.

[0007] Another disadvantage of prior art toys, such as toy actionfigures, is their limited modularity. Thus, if an action figure includeselectronic circuits for detecting pressure on the action figure or forproducing audio signals, those electronics cannot be reused in anotheraction figure. Thus, if a child has ten electronic action figures thenthe toy purchaser must wastefully pay for ten sets of electronicsincluded in the corresponding action figures.

[0008] In addition, many prior art toys that include movable elementsuse joints that allow only limited ranges of motion.

SUMMARY OF THE PREFERRED EMBODIMENTS

[0009] The present invention provides systems and methods for aninteractive toy, such as, by way of example, a toy tank, or a toy plane.In one embodiment, the toy is a flying vehicle. The toy includes memoryand a processor. The memory advantageously stores both a number ofdifferent play scenarios as well as a child's previous play pattern. Thetoy also includes one or more movable portions, such as a wing orlanding gear. A sensor detects the movement of the movable portion. Theprocessor, coupled to the sensor and the memory, responds to a movementof the movable portion, the stored play pattern, and a play scenario bycausing a sound to be synthesized in real-time.

[0010] In one embodiment, the play scenario is an attack scenario. Inanother embodiment, the play scenario is a damage scenario. In stillanother embodiment, the stored play pattern contains informationrelating to the amount of fuel and armaments left from a previous playsession. In one embodiment, the sound is related to a velocity of themovement of the movable portion. In still another embodiment, the soundis related to the movement of the movable portion in two axes. In yetanother embodiment, the sound is related to a position of the movableportion. In one embodiment, the toy contains another sensor coupled tothe processor that provides an indication of an orientation of the toy.In another embodiment, the processor synthesizes a sound in response tothe orientation indication. In one embodiment, at least one sensor is afilm coupled to a joint. In still another embodiment, the sensor is avariable resistor having an input coupled to a voltage source and anoutput which provides a voltage related to a position of the movableportion. In one embodiment, the variable resistor is a roller drivepotentiometer. In yet another embodiment, the sensor includes at least alight receiving portion. The light receiving portion receives lightreflected from at least one surface.

[0011] In another embodiment, a toy includes two or more movableportions. Two or more sensors are correspondingly used to detect themovement of the two or more movable portions. A processor, coupled tothe sensors, responds to information from both sensors and from a storedplay scenario by synthesizing a sound in real-time.

[0012] In another embodiment, a toy includes a module having a processorwhich can be attached by a child to a second module. The second moduleis movably coupled to the processor module by a joint. The joint iscoupled to a sensor. The sensor provides information to the processorindicating the movement of the second portion. In another embodiment,the sensor is a variable resistor having an input coupled to a voltagesource and an output that provides a voltage related to a position ofthe second module. In still another embodiment, the joint includes aball/socket assembly. In one embodiment, a pressure sensor providesinformation on a pressure exerted on at least a portion of the joint. Inanother embodiment, the sensor is a film sensor.

BRIEF DESCRIPTION OF THE DRAWINGS

[0013] FIGS. 1A-1E illustrate several embodiments of the presentinvention;

[0014]FIG. 2 illustrates a joint having multiple sensors

[0015]FIG. 3 illustrates a block diagram of one embodiment of thepresent invention;

[0016] FIGS. 4A-4D illustrate a first embodiment of a couplingmechanism;

[0017] FIGS. 5A-5D illustrate a second embodiment of a couplingmechanism;

[0018]FIG. 6 illustrates one embodiment of a toy aircraft;

[0019]FIG. 7 illustrates one embodiment of a toy helicopter;

[0020]FIG. 8 illustrates a modular toy aircraft;

[0021] FIGS. 9A-9C illustrate multiple embodiments of toy flyingvehicles;

[0022]FIG. 10 illustrates a toy armored vehicle;

[0023] FIGS. 11A-17D illustrate several embodiments using modularcomponents;

[0024]FIG. 18 illustrates a flowchart describing the high leveloperation of one embodiment of the present invention;

[0025]FIG. 19 illustrates one technique for joining toy components;

[0026]FIG. 20 illustrates the movement of toy portions of one embodimentof the present invention;

[0027]FIG. 21 illustrates a perspective view of one embodiment of thepresent invention;

[0028]FIG. 22 illustrates another embodiment of a joint for joining toycomponents;

[0029] FIGS. 23A-23C illustrate another embodiment of a joint forjoining toy components;

[0030]FIG. 24 illustrates a flowchart describing the operation of oneembodiment of the present invention;

[0031]FIG. 25 illustrates the internal construction of one embodiment ofthe present invention;

[0032]FIG. 26 illustrates the components of one embodiment of thepresent invention; and

[0033]FIG. 27 illustrates one technique for sensing movement.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENT

[0034] The present invention provides methods and systems for aninteractive toy. The toy provides for an immersive play experience forchildren, thus heightening their playing enjoyment. FIG. 1A illustratesone embodiment of an interactive toy 100A. In the illustratedembodiment, the toy 100A has the appearance of flying vehicle. Asdiscussed below, in other embodiments, the toy has the appearance of aspace vehicle, a land vehicle, a sea vehicle, or a combination of two ormore types of vehicles. In addition, in still other embodiments, the toyhas the appearance of a person, alien, plant or the like. Furthermore,in other embodiments, the toy has the appearance of a structure, suchas, by way of example, one or more buildings, walls, drilling platformsand the like. Thus, as will be understood by one of ordinary skill inthe art, the present invention is not restricted to any one type of toy,but may be used in a wide variety of toy types. The toy may also be aneducational tool.

[0035] Referring back to FIG. 1A, the toy is a fighter jet. In oneembodiment, the toy includes one or more movable portions. Thus, by wayof example, the jet includes movable wings 120A attached to a fuselage122A. The wings may rotate around one or more axes, as illustrated inFIGS. 1A-1E. Thus, in one embodiment, the wings rotate around a firstaxis that is parallel to the jet length in a swing wing configuration.Furthermore, as illustrated in FIG. 1D, the wings may optionally rotatearound a second axis parallel to the plane width to simulate a verticaltake off and landing (VTOL) aircraft. As illustrated in FIG. 1B, thewings may have both a primary rotation joint 102B where a wing 106Bmeets the fuselage and a second rotation joint 104B which joins twoportions of the wing 106B, 108B. In addition, the illustrated aircraftoptionally includes a speed brake portion 102A. The speed brake 102A canbe raised to simulate an actual speed brake as is commonly used onfighter jets, such as an F-15 or the like. Furthermore, the illustratedtoy 100A optionally includes control surfaces, such as rotatable tailfins 104A, and a removable jet engine module 106A optionally equippedwith control surfaces, such as tiltable vanes (not shown). To furtherenhance the playing experience, the toy 100A a removable nose cover(radome) 108A concealing a radar, and removable armaments 110A,including toy bombs and missiles. As illustrated in FIG. 1E, the jetfurther includes retractable landing gear 102E. In another embodiment,the wings include movable control surfaces, such as, by way of example,wing flaps 124A. The nose of the toy 100A may optionally be tiltable orrotatable.

[0036] As illustrated in FIG. 1A, in one embodiment, the toy 100Aincludes a cockpit 116A with a substantially clear canopy 114A. Thecanopy 114A may be configured to open by partly rotating the canopyaround a joint 130A at the rear of the canopy or the canopy may becompletely removed. A toy FIG. 118A, such as a pilot, may be removablyinserted into the cockpit 116A. In one embodiment, the cockpit 116A isconfigured to receive a standard sized 3.5 inch toy figure. In anotherembodiment, the jet 100A is equipped with an ejector seat 132A. In oneembodiment, the ejector seat is spring loaded, and is activated bypushing a button (not shown). In still another embodiment, the ejectorseat activation is under computer control. Thus, in one embodiment, thetoy has the appearance of a high performance, fully articulated, fullyequipped fighter jet.

[0037] As described below, one or more of the movable toy portions areoptionally motorized under computer control. Furthermore, in oneembodiment, the bombs 110A may be dropped and the missiles 110A“launched” via computer control or by pressing on a button (not shown)which physically unlatches the bomb or missile. In another embodiment,the user may activate a switch, which is read by a processor, which inturn releases the bomb or missile. In one embodiment, the switch is acontact switch. In another embodiment, the switch is a capacitiveswitch. One or more sensors, such as contact switches, are used todetect the presence of the bomb or missile or other ordinance.

[0038] In one embodiment, one or more of the movable portions arecoupled to one or more corresponding sensors. The sensor provides asignal related to the movement of the corresponding movable portion. Thesensors may provide either or both discrete indications of movement orcontinuous indications of movement. Thus, as illustrated in FIG. 1A, thewing is coupled to a two-axis sensor 134A that provides one or moresignals related to the rotation of the wing 120A around both the firstand second axes. In the illustrated embodiment a two-axis potentiometer134A is used as the sensor which provides continuous rotationinformation for two axes of movement. However, other types of sensorsmay be used as well. By way of example, microswitches may be useddiscretely indicate if the wings 120A are in a fully rotated position.In the illustrated embodiment, the two-axis potentiometer 134A has aninput coupled to a voltage source (not shown) and an output thatprovides a voltage related to a position of the movable portion. Asdiscussed below, information provided by the sensors may be used toderive information regarding velocity, acceleration, position, angularmotion, as well as other motion information.

[0039] In one embodiment, two toy portions or subassemblies are movablycoupled together by a joint or link. By way of example, as illustratedin FIGS. 2 and 4, a ball/socket joint is used in one embodiment. Asillustrated in FIG. 5, in another embodiment, a hinged joint is used. Inyet another embodiment, a combination ball/hinge joint is used. In stillanother embodiment, a slide joint is used. A variety of other types ofcoupling mechanisms may be used as well, though each coupling type mayhave unique advantages and disadvantages.

[0040] For example, FIGS. 19A-19B illustrate another method of movablycoupling toy components together to form a toy 1900. An elastic band1914 is run through a fuselage 1902. One end of the band 1914 is coupledto a first toy component, such as a ball 1912, while a second end of theband 1914 is coupled to a second toy component, such as a tail assembly1906. The band may be coupled to the toy components via a hook 1918, asillustrated in FIG. 19B. The force exerted by the band pulls the ball1912 and the tail 1906 tightly against respective fuselage openings,while still allowing the ball 1912 and the tail 1906 to rotate relativeto each other and the fuselage 1902. A cockpit assembly 1904 may then becoupled to the ball 1912, using, by way of example, a compression, pinchor a friction fitting. Other toy components, such as wings 1908, 1910,may be rotatably attached to the fuselage by rotatably coupling them toan axle 1902.

[0041]FIG. 2 illustrates one embodiment of a ball/socket joint assembly200. In one embodiment, the joint assembly 200 includes a socketassembly 206 and a ball assembly 204, which form a ball/socket inputjoint. The ball/socket input joint is used to form one or moremechanical and electrical interfaces between two portions orsubassemblies of the toy, such as a wing and the fuselage. Theball/socket assembly 200 can be configured to provide one, two, or threeaxes of rotational freedom, as desired. Furthermore, the ball/socketassembly 200 can be configured to provide a predetermined angulartravel. In the exemplary embodiment, three degrees of motion areprovided. A ball portion 208 of the ball assembly 204 is seated in asocket portion 210 of the socket assembly 206. A retaining ring 202 isused to prevent the ball portion 208 from inadvertently popping out ofthe socket potion 210.

[0042] In the illustrated exemplary embodiment, a three-axis sensor 214is used to detect motion in all three axes. For example, the three-axissensor 214 provides information used to determine the rotation angle ofthe ball 208 with respect to the socket 210. Such movement may be aresult of physical force applied by a user. In one embodiment, thethree-axis sensor 214 includes three rotating roller drive devices. Theaxes of the rotating devices are oriented orthogonally with respect toeach other, such that information relating to three degrees ofrotational motion is provided. In one embodiment, the rotating devicesinclude sealed conductive plastic potentiometers or the like, whichconvert rotation inputs into analog electrical signals. Rotation of theball 208 relative to the socket 210 causes one or more of the rotatingdevices to rotate. As the rotating-device rotates, a rotating deviceoutput voltage correspondingly varies, providing an indication of therelative motion of the ball assembly 204. As described below, thevoltage output is coupled to a processor circuit for processing.

[0043] In another embodiment, the ball portion 208 of the ball joint istreated with a force-sensitive film, such as a piezo electric filmsensor 216. The film outputs a voltage that is related to the pressureexerted on the film. By way of example, in one embodiment, the film isapplied to a ball/socket joint coupling the landing gear to the jetfuselage. When a child “lands” the jet with the landing gear down,pressure is exerted on the film. The film sensor in turn outputs anelectrical signal related to the pressure along one or more axes of thejoint. In one embodiment, the toy may also include a heat sensor whichmay be used to detect if a user is holding the toy.

[0044] FIGS. 23A-23C illustrate another embodiment of a ball joint. Aball portion is rotatably seated in a housing. The housing includes twoclamshell halves. Springs are used to hold the two halves together so asto put an elastic pressure on the ball. Thus, while the ball can rotate,the springs cause the housing to put sufficient pressure on the ball sothat a user must exert a given amount of force to cause the ball torotate. Other techniques may be used to provide the required pressure.For example, the two clamshell halves may be coupled using plastic tabsunder compression. A shaft or rod protrudes from the ball and ispositioned so as to extend from one side of the ball though a slot in afirst axis yoke and through a slot in a second axis yoke. In oneembodiment, the two yokes are orthogonally positioned. In anotherembodiment, the yokes may be positioned so as to define an acute angleor an obtuse angle. The yoke slots may have a variety of shapes andsizes. The shaft may be moved along the slot of each yoke. Each yoke, inturn, is pivotably coupled, either directly or through a gear mechanism,to a motion transducer, such as a rotational potentiometer. Thus, whenthe shaft is moved at an angle, both yokes will rotate as well. The twotransducers provide varying signals as the activation rod and the yokesare correspondingly moved. As described below, the signals may becoupled to a processor circuit for processing.

[0045] The shaft may be coupled to a movable toy portion, such as afuselage, wing, arm, wheel, gun, missile launcher or the like.Similarly, the ball assembly may be coupled to another toy portion, suchas a tail assembly. The pressure on the ball maintains the position ofthe toy portion once the user stops rotating the portion. The shaft mayoptionally be coupled to a third rotational potentiometer, or similartransducer, mounted in the toy portion providing movement information ina third axis. Thus, as the toy portion, such as an aircraft tailassembly, is rotated, the potentiometer is likewise rotated relative tothe shaft and thus provides a. varying signal corresponding to therotation in the third axis.

[0046] The shaft may be surrounded by one or more prongs which fitthrough a fuselage pinch piece. Movement of the tail assembly relativeto the fuselage causes the shaft and or yokes to correspondingly move,thereby rotating corresponding potentiometers. Each potentiometer variesits output voltage. The processor derives movement and rotationinformation from the output voltages. In another embodiment, one end ofthe shaft may be coupled to another transducer, such as a linearpotentiometer, mounted in a toy portion. Thus, for example, coupling thefuselage-end of the shaft to a linear potentiometer allows the tail tobe pulled away from the fuselage for easier manipulation about variousaxes. The potentiometer provides a signal indicating the position andmovement of the tail as it is being pulled out. This indication is thenprovided to the processor.

[0047]FIG. 20 illustrates some of the possible degrees of motionobtainable using the described joints. The tail assembly can be pivotedrelative to the fuselage's central axis, rotated about the tailassembly's central axis, and pulled away from or pushed towards thefuselage.

[0048]FIGS. 22, 25 and 26 illustrate one technique for mounting toyportions, such as two wings, so that they may be independently rotatedaround a common axis of a second toy portion, such as a fuselage.Advantageously, the wings can still be positioned on opposite sides ofthe fuselage in the same plane. As illustrated in FIG. 22, in theexemplary joint 2200, a fuselage 2208 acts as a hinge pin about whichare positioned two wing mounting assemblies 2202, 2204 which act ascylindrical bearing surfaces or hinge knuckles. Each mounting assembly2202, 2204 is composed of a top half and a bottom half. During assembly,the fuselage 2208 is first positioned in the bottom half of eachmounting assembly 2202, 2204 and then the top half of each mountingassembly 2202, 2204 is mounted to the corresponding bottom half. Thus, aportion of each mounting assembly forms a rotatable cylinder about thefuselage 2208. This technique advantageously does not utilizesubstantial portions of the internal space of the fuselage 2208. Thus,the internal fuselage space may be used for mounting electronics,sensors, batteries or the like, rather than for wing joints. Inaddition, each mounting assembly 2202, 2204 optionally has a shaft 2206extending outward on which a corresponding wing is rotatably positioned.In the illustrated embodiment, each shaft 2206 is positioned in linewith the interface 2210 between the two mounting assemblies 2202, 2204.Thus, the wings can be rotated so as to be oppositely positioned oneither side of the fuselage 2208. In an alternative embodiment, the wingand corresponding mounting assembly can be manufactured as one assembly.

[0049] In one embodiment, sensors are coupled to the mounting assembliesand wings as follows. A slot is cut or formed through the fuselage whereeach mounting assembly is to be positioned. The slots are orientedperpendicular to the axis of rotation for the mounting assemblies. Awheel, gear, post or other mechanical interface structure coupled to afuselage-mounted potentiometer is positioned to protrude through eachslot so as to be in pressure or frictional contact with thecorresponding mounting portion. Alternatively, the wheel, gear or postmay mesh with a track, gear, or slot on the wing. Thus, as the wing andassociated mounting assembly are rotated, the corresponding wheel, gear,or post is likewise rotated. The corresponding potentiometer provides asignal to the processor indicating the position and movement of the wingas it is rotated about the fuselage. The slot can also be used to limitthe rotation of the wing around the fuselage. For example, if the slotextends 180 degrees around the fuselage, then the mechanical interfacestructure will strike either end of the slot as the wing is rotated,halting further rotation.

[0050] Additional sensors can be used to provide information relating tothe rotation of the wings about the posts. For example, potentiometersmay be mounted in each wing. In one embodiment, the potentiometer shaftis coupled to the post, while the potentiometer body is mounted in thewing. As the wing is rotated about the post the potentiometer bodyrotates about the potentiometer shaft. The wing-mounted potentiometerprovides a signal to the processor indicating the position and themovement of the wing as it is rotated about the shaft.

[0051] In another embodiment, motion and position information isprovided using light sensors. The light sensor includes a light emittingportion, such as an LED, and a light receiving portion, such as aphotodetector. The light emitting portion illuminates a pattern, such asa bar code or a pattern of dots, printed on the ball assembly. Thepattern may be coded so as to provide both position and motioninformation. The light is reflected off the pattern with varyingintensities as the ball joint is rotated. The photodetector receives thereflected light and translates the intensity into an electrical signalwhich is provided to the processor.

[0052]FIG. 27 illustrates one embodiment 2700 of a coupling/opticalsensing system. Toy portions, such as wings 2702, are independentlypivotally coupled in two dimensions to a second toy portion, such as afuselage assembly 2704. Thus, a first set of pivot points 2706 are usedto couple the wings 2702 to that they may be swept back or swung forwardaround a first axis. A second set of pivot points 2708 is used to couplethe wings 2702 so that they may be rotated or “flapped” in a secondaxis. A third set of pivot points 2710 permit the wings to “roll” sothat the wings may be rotated so that their leading edges point forwardor upward. Teeth 2712 on a portion of each wing 2702 are respectivelycoupled to a rotating gear 2714. As a wing 2702 is pivoted around thefirst pivot 2706, the wing teeth 2712 accordingly engage and rotate thegear 2714. The gear 2714 is coupled to a wheel 2716 which rotatesthrough an optical sensor assembly 2718. In one embodiment, the opticalsensor assembly 2718 contains a light emitting device (not shown), suchas an LED, positioned on one side of the wheel 2718, and a photo sensor(not shown) positioned on the opposite side of the wheel. In oneembodiment, the wheel is slotted. As the wheel 2718 is rotated, lightfrom the LED is alternately blocked from reaching the photo sensor bythe wheel 2718, or reaches the photo sensor via a wheel slot. The photosensor produces a varying voltage or current signal corresponding to theamount of light illuminating the sensor. The photo detector signal maybe coupled to a processor circuit which can determine from the photosensor signal the amount of rotation, the rotation velocity, and therotation acceleration. In an alternative embodiment, instead of slots,the wheel 2716 is patterned. The optical sensor assembly 2718 has boththe LED and photo sensor located on the same side of the wheel 2716. Asthe wheel 2716, the photo sensor detects the variations in lightreflected by the wheel 2716 as a result of the pattern being rotatedbeneath the LED. As before, the resulting photo sensor signal isprovided to a processor circuit which then derives motion and positioninformation.

[0053] Similarly, when the wing assemblies are rolled, a second wheel2720 rotates through a second optical sensor 2722. The optical sensor2722, in turn, provides rotation information to the processor.

[0054] In addition, in one embodiment, the toy includes a sensor (notshown) which provides an indication of the orientation and movement ofthe toy as a whole. By way of example, in one embodiment, the toyincludes a gyroscope sensor. In another embodiment, a tilt sensor isprovided which indicates, in either a discrete or continuous manner, thetilt of the vehicle relative to the ground. For example, the tilt sensorindicates if the jet nose is pointed up or down, or if the jet is tiltedto the left or the right. The tilt sensor may be a pendulum-type sensor,a mercury switch-type detector, a conductive ball-in-a-cage type sensor,or an optical sensor (for example, one may optically detect the movementof a ball along a path), or a magnetic field-type sensor. The tiltsensors described above are well known to one of ordinary skill in theart. The tilt sensor type is not essential for the operation of thepresent invention. In still another embodiment, an accelerometer sensor,such as a ball-in-a-cage sensor, by way of example, is used to determinethe acceleration and deceleration of the toy in up to three dimensions.

[0055] In another embodiment, a continuous sensor, such as potentiometeror optical sensor is coupled to a movable jet nose cone. The nose conemay be tiltable, rotatable, or both tiltable and rotatable. In oneembodiment, the sensor provides continuous motion information relatingto the tilt angle or rotation of the nose cone. The nose cone mayoptionally act as a radar dome (radome) and may be opened or closed.Contact switches are used to sense whether the dome is opened, closed orlocked into place by a latch or the like.

[0056] As described above, the toy may be optionally equipped with aremovable engine. In addition an engine access panel (not shown) is usedto provide access to the engine. Contact sensors or the like may be usedto sense whether the access panel has been removed as well as thepresence and lock status of the engine.

[0057] In one embodiment, the toy is equipped with a sensor that detectsthe presence and relative distance of another object. For example, inone embodiment, the toy includes an acoustic range finder, such as isused on Polaroid cameras to provide an indication of the distance of thetoy from a wall or other object. In another embodiment, the toy includesan optical range finder of the type commonly found on automatic 35 mmcameras.

[0058] In another embodiment, a sensor is coupled to a rotatable landinggear wheel. As the jet is pushed along a surface, the wheel rotates. Thesensor provides information on the frequency of rotation, which in turncan be used to determine the velocity or acceleration of the toy as itis pushed along the surface. In one embodiment, the sensor outputs avoltage signal having a first voltage every time the wheel makes onerotation.

[0059] Furthermore, one or more light sensors are optionally placed atone or more locations on the toy jet. In one embodiment, these lightsensors are used to detect light emitted from another toy or other lightsource. For example, a toy antiaircraft gun may emit visible or infraredlight in response to a child firing the gun at the jet. The jet's lightsensor detects when a “hit” has been scored. In another embodiment, alight sensor is used to receive data and commands, as described below.

[0060] In one embodiment, one or more of the sensor outputs are of ananalog nature, such as a varying voltage, current or power with morethan two discrete values. As illustrated in FIG. 3, these analog signals302 are provided to an electronic control circuit 300 located in thetoy, including an analog to digital (A/D) converter 304 which convertsthe analog signals to corresponding digital values. Typically, aplurality of analog signals are provided to a multiplexer (not shown)located within the A/D converter 304. Select signals are used to selectwhich analog signal is to be converted. The A/D converter 304 in turnprovides the corresponding digital values to a processor 306. In oneembodiment, the processor 306 includes a microcontroller. By way ofexample, the microcontroller may optionally be selected from one of thefollowing microcontroller families: the Microchip PIC 16XX family, theNational Semiconductor, Inc. COPS family, Toshiba's T family, and theEpson 62XX family. In another embodiment, the processor 306 is a statemachine. The processor 306 may optionally also receive discrete inputs312, such as the outputs of switch contacts.

[0061] In the illustrated embodiment, the processor 306 is coupled toboth random access memory (RAM), which is used as a work space memory,and read only memory (ROM), which is used to store software or firmware,including programs, commands and data, including sound data. Thesoftware may further include one or more play scenarios. As discussedbelow, in one embodiment, the user may load new software into ROM. Byway of example, the ROM may be an electrically erasable and writable ROM(EEPROM) or may be a battery-backed RAM. As discussed below, in oneembodiment, the processor executes the toy software. The softwaremonitors the sensor signals 302 and the discrete inputs 312. In oneembodiment, the processor 306 may also receive commands from a remotecontrol unit. The remote control unit transmits and/or receives data andcommands via radio waves, light waves, such as infrared light, or viaone or more signal lines directly wired to the toy. Thus, by way ofexample, in one embodiment, the remote control unit downloads immediatecommands, such as a “flash lights” command, or entire programs using anIrDA-compatible infrared link. The remote control unit may be one ormore of the following: another toy, a handheld unit operated by aperson, a computer executing a program, a networked terminal, or atelevision set. For example, a television show may cause the televisionset to emit commands in the form of flashes of light, which are receivedby the toy. These commands cause the toy to operate in a manner that iscoordinated with the television show. Furthermore, the remote unit maybe used to download new software to the toy. The software may includenew sound files as well as other types of data.

[0062] In another embodiment, new software is added to the toy using acartridge containing a memory device. In one embodiment, the cartridgeis inserted into a socket. The socket is concealed behind a movableaccess door. In another embodiment, the cartridge is disguised to appearas a bomb or other toy play piece. The disguised cartridge is coupled tothe controller circuit via a connector located, by way of example, on awing.

[0063] The software responds to the processor inputs by causing theprocessor 306 to provide appropriate outputs 314, optionally includingboth digital and analog outputs, which in turn causes some type ofexternal event to happen. For example, the toy may be equipped withlights that simulate aircraft wingtip lights or to simulate cannonflashes. The lights may be of one or more colors. In one embodiment, thelights are light emitting diodes (LED's). The processor may cause one ormore of the lights to flash in response to an external input. Forexample, if the gyroscope indicates that the jet is in a steep dive,such as may occur when a child is simulating a ground attack, theprocessor may cause the cannon lights to flash, thereby simulatingcannon fire. Similarly, the processor may cause the cannon light toflash in response to a command from the remote control unit.

[0064] Furthermore, in another embodiment, the processor outputs areused to control electric motors. These motors may be used to move aportion of the toy, such as, by way of example, the landing gear andwheels, or, as described below, to cause the toy to shake, rattle orotherwise vibrate. The shaking may be initiated in response to a varietyof conditions, such as the movement of a portion of the toy,pre-programmed commands, or other environmental conditions. As describedbelow, in one embodiment, these motorized motion may associated withappropriate synthesized sounds. In another embodiment, the processoroutputs are used to control a variety of transducers, including, by wayof example, spring releases, solenoids in the like. By way of example,as described above, when a child “lands” the jet with the landing geardown, pressure is exerted on the piezo electric film sensor. The filmsensor in turn outputs an electrical signal to the processor related tothe pressure. In response, the processor 306 causes a motorized airbrake to open, thereby realistically simulating an actual fighter jetlanding. In another embodiment, the landing gear is associated withsensors, such as microswitches, which detect if the landing gear indeployed, retracted. Furthermore, landing gear brakes may optionally beprovided. The break may be gradually applied after the child lands thejet and then rolls the jet forward on the landing gear wheels.

[0065] In one embodiment, the control circuit 300 causes the toy toshake or rattle in response to an input. In one embodiment, the shakingis strongly felt by a user holding the toy. In another embodiment, theshaking is visible to an observer. In one embodiment, the shaking orrattle mechanism is caused by an internal weight distribution within thetoy. In one embodiment, the shaking is caused by quickly moving a weightrepeatedly using a solenoid or a motor.

[0066] In still another embodiment, the processor outputs are used tocause nitinol wires (wire which shortens when electrically powered) toexpand and contract. In one embodiment, one or more nitinol wires arecoupled between two relatively movable portions of the toy, such as aspring-loaded bomb bay door (not shown) slidably positioned in theaircraft body. When the processor causes the nitinol wire to expand orcontract, the door correspondingly slides open or closed.

[0067] As illustrated in FIG. 3, in one embodiment, the processor 306 iscoupled to a sound generator circuit 308. As will be understood by oneof ordinary skill in the art, the processor 306 and sound generator 308may be parts of a single integrated circuit, may be separately packaged,or a single circuit may perform their respective functions. For example,the sound generator 308 may be compatible with discrete sound chips,such as those from Sunplus, Winbond, UMC, Holtek, and EMC.Alternatively, the sound generator 308 may be integrated together withthe microcontroller 306, such as in the Texas Instruments 50CXX family,the Sunplus SPC family, and the EMC 76XXX family. In the illustratedembodiment, the sound generator circuit 306 is coupled to at least onesound transducer, such as a speaker 310. The speaker may be mounted atvarious locations within the toy. In one embodiment, an amplifier (notshown) is interposed between the sound generator circuit and the speaker310. In another embodiment, the sound generator is coupled to two ormore speakers, allowing for multi-channel sound production. For example,a toy airplane can have a speaker mounted in each wing to provide stereosound. The wings may have port opening to increase speaker efficiency.For example, the speakers may be positioned to face upward in a wing,while the bottom of the wing has a port opening. Alternatively, thespeakers may be positioned to face forward so as to emit sound via theengine air intakes. In another embodiment, a speaker may be positionedto face rearward in an engine outlet.

[0068] In one embodiment, a battery (not shown) provides power for thecontrol circuit 300. In one embodiment, the battery is located in abattery compartment (not shown) which is accessible through a hatch atthe bottom side of the fuselage. In another embodiment, the battery islocated in a compartment positioned behind the removable engine module,and is accessed by removing the engine module. In an alternativeembodiment, power is supplied from an external power source, such as anAC-to-DC converter, via a connector located on the toy. The toy mayoptionally be turned on using one or more of the following techniques.In one embodiment, a user accessible on/off switch is used. In anotherembodiment, when one or more mechanical or non-powered sensors, such asa mechanical tilt switch, detects that jet has been picked up or moved,power will be coupled to the control electronics via the mechanicalsensor. The control electronics will power itself off upon one or moreconditions. For example, power is turned off if no motion is detectedfor a predetermined period of time.

[0069] The sound generator advantageously provides interactive,real-time sound synthesis in response to sensor inputs. Thus, ratherthan storing a limited vocabulary of prerecorded sounds played backvirtually unaltered as in conventional systems, one embodiment of thepresent invention efficiently and flexibly uses wavetable synthesistechniques to create real-time sound effects. In one embodiment, thesynthesized sound effects are perceived by a user to be substantiallyconcurrent with the corresponding discrete and continuous inputs.Furthermore, as described below, in one embodiment, the sound generatorprovides “sound-on-sound” capability, allowing multiple independentsounds to be generated.

[0070] In one embodiment, digital sound recording are stored in thecontrol circuit memory. These recordings may be derived from real lifesounds, sound effect libraries, or computer modified data or recordings.The sound records may be compressed using one or more techniques. In oneembodiment, the sound is time compressed. In another embodiment, thesound is frequency compressed. The sound records also may be in the formof MIDI commands. The sound generator can produce variations of thestored sound. For example, the recording data can be modified as it isbeing played. Thus, the sound generator can modify the pitch, timber,speed, sound level, reverberation, waveshape, and frequency.Furthermore, in one embodiment, the sound generator combines all orparts of two or more sound recording data files and play the result tocreate a new sound.

[0071] In one embodiment, the control circuit mathematically derivessounds using formulae stored in memory. The formulae describe one ormore desired sound wave patterns. The patterns may be combined ormodified to create new sounds, thus allowing for a great variety ofsounds and sound effects.

[0072] In one embodiment, sound generation is accomplished using one ormore oscillators producing oscillating signals at one or morefrequencies. These oscillating signals are combined and controlled bythe control circuit to produce a wide variety of sounds.

[0073] In one embodiment, one or more of the following sounds which maybe generated include, but are not limited to, the following: enginestarting sounds, engine revving sounds (including acceleration anddeceleration of the engine RPM); engine cruise sounds, missile launchsounds; bomb drop sounds; cannon firing sounds; machine gun firingsounds; braking screech; warning sirens sounds; voices; turret or podrotation sounds; Doppler shift zoom sounds, such as occur when a jetapproaches a listener and then departs; crash sounds; battle damagesounds; whoosh sounds; aircraft banking and climbing sounds; clankingsounds; whining sounds (used for landing gear retractions, weaponloading, etc.); whiring sounds; gear sounds; tire rumble sounds;breaking glass sounds; cockpit and access panel opening sounds; andmusical sounds. In one embodiment, different sounds may be used in othertoys using the same electronics. For example, in the case of a tank toy,the engine control electronics may generate the sound of moving tanktreads, tank turret rotation sounds, different engine sounds, differentcannon fire sounds, etc. In another embodiment, a toy castle maygenerate drawbridge opening sounds, arrow firing sounds, catapultsounds, etc., in response to appropriate inputs.

[0074] The synthesized sound may be altered based on a variety ofconditions. For example, a sound associated with the movement of the toyor of a portion of the toy may be modified in response to the sensedvelocity of acceleration. The sound may further be modified inaccordance with the direction or angle of movement. Thus, an enginesound may be different when the jet is climbing as compared to when thejet is diving. Similarly, the sound made when a wing it rotatedclockwise may be different than the sound made when the wing is rotatedcounterclockwise. In addition quickly repeating events, such as therapid fire of the jet's cannon, will be associated with a different ormodified sound than the occurrence of a single corresponding event, suchas firing the cannon once. Furthermore, a sound may be modified basedupon the absolute number of occurrences of an event, such as the numberof cannon firings. In another embodiment, the sound may be different ormodified based upon the time between events. Further, the sequence ofevents may influence which synthesized sound is generated. For example,lifting the jet off the ground and then opening the canopy will producea different canopy opening sound (an explosive decompression sound) thenwhen the canopy is opened before lifting the jet off the ground, whichwill produce an electric motor whining sound.

[0075] In addition, a microphone is optionally provided which permits auser to record his own voice or other sounds, which may then be laterreproduced by the toy. In one embodiment, user provided sounds may bedownloaded from a remote device. In still another embodiment, the toyelectronics and software detects and/or recognizes voices and othersounds. In one embodiment, the user may optionally program a differentsound to be associated with one or more toy portions. The sound may beprogrammed by the user from an existing sound palette stored in memoryor from a new palette download by the user using the downloadingtechniques described above. Thus, a child may associate an eagle'sshriek with engine start up. Similarly, the child may associate acreaking noise with wing flap movement.

[0076] Several exemplary play situations will now be described. In oneexample, the control electronics may cause an engine roar sound to begenerated in response to sensing that the jet has been lifted off theground. The frequency profile and volume of the engine roar sound may bemodified in response to an accelerometer sensing that the jet is beingswiftly accelerated through air or in response to sensing the positionof the wings. A cannon fire sound may be generated in response to thetilt sensor indicating that the front of the toy, that is the jet nose,is being tilted downward, as in a simulated strafing run. Furthermore,in one embodiment, the toy is configured with “sound-on-sound”capability, allowing multiple independent sounds to be generated. Thus,two or more sounds may be generated or modified at substantially thesame time in response to the inputs from two or more sensors. Forexample, upon sensing that the jet is being lifted off the ground and isbeing moved forward, the control electronics may cause the motorizedlanding gear to retract. At the same time, the control electronicscauses the generation of a whirring sound, such as would be made by theretraction of real landing gear, and an engine roar sound. If thecontrol electronics further detected that the jet was “hit” byantiaircraft fire, as described above, a third sound, that of anexplosion or tearing metal, can be generated as well. In addition, inone embodiment, the control circuit causes the jet to shake in responseto the hit.

[0077] Furthermore, the software may cause a stored play set or playscenario, including predetermined sequences of sounds and action, to beinitiated either randomly, or in response to an external input. Forexample, upon sensing that the jet has been lifted off the ground, thefollowing sequence may be initiated: the wings may be automaticallyrotated into the vertical takeoff position, with the engine exhaustpointed downward. In conjunction with the wing rotation, a whirringsound and an engine roar sound is synthesized. After a period of time,the landing gear is retracted, and a clunking noise is generated,indicating that the landing gear is fully retracted. The software maythen cause the wings to be rotated to a flight position, accompanied bymore whirring sounds and an appropriate change in the pitch and volumeof the engine sounds. New scenarios may be created or downloaded by theuser, or the user may edit existing scenarios. Scenarios may beexchanged by users or sold by developers via television (in the form ofa broadcast light pattern and/or light intensity detected by a lightsensor positioned on the toy), the Internet, CD-ROM, bar codes, or othermethods of storing or providing computer readable data.

[0078] Furthermore, in one embodiment, the control circuit optionallyprovides voice warnings, instructions, and other information in responseto various inputs to provide a more immersive play experience. Forexample, if the child moves the jet in a steep climb, the controlcircuit may generate a warning, such as “Danger! Engine cut-off is aboutto occur. Level out!” Similarly, if the control circuit determines thatthe jet is rapidly approaching an object, such as a wall, the controlcircuit may generate a warning such as “Warning! You are about to crash!Bank!” If the control circuit determines that the jet has been “hit” byanother toy, the control circuit generates a warning “You've been hit!”Furthermore, if either the user or the processor has initiated anejection sequence, a warning siren will be generated as well as a voicealert before the pilot ejected using an ejection seat. Thus, variousaudible information, including voice and sound effects may be generatedin response to the information provided by one or more of the sensorsdescribed above.

[0079] Another scenario will now be described to further illustrate theflexibility and immersive quality of one embodiment of a toy aircraft.The play session may begin when a child grasps the airplane while theairplane is on the ground. This grasping action is sensed using either aheat sensor, a pressure sensor or other types of sensors. In response,the toy synthesizes a jet engine sound at idle. The airplane is made tovibrate in coordination with the engine idle sound. In addition, a lightsimulating engine flames is activated to burn dimly. As the airplane isrolled forward on its landing gear by either the child or undermotorized control, the engine sound volume and pitch is increased toindicate the engine is speeding up. The vibration level is increasedcontemporaneously with the change in engine sound as is the engine lightbrightness. A pressure sensor coupled to the landing gear or an internaltilt sensor is used to detect if the child has picked the airplane offthe ground and is “flying” the airplane. An accelerometer, tilt sensoror the like is used to detect that the child is moving the planeforward, and in response, the engine sound changes to an afterburnersound with the engine light glowing brightly. As the child banks theairplane, corresponding airflow “whoosh” sounds are made. If the childrotates the wings into a swept wing configuration, correspondingmechanical and airflow sounds are synthesized. The airplane, underprocessor control, may then enact a “damage” scenario. Thus, scenarioinvolves simulating that the toy has been hit by cannon fire. Thescenario may be initiated at randomly, in response to opticallydetecting “gunfire” from another toy, or in response to other stimuli.In simulating a hit, the toy will synthesize the sound of shells tearinginto metal. An actuator is then commanded to release a portion of theairplane, such as a tail wing, to simulate damage. An engine sputteringsound is synthesized, with a corresponding variation in the toyvibration. The engine light may be caused to flicker as well. A klaxonsound may also be synthesized, along with the pilot's voice calling“mayday! mayday!”

[0080] If the child then points the airplane at a downward angle, thesequence continuous until the pilot is ejected and a crash sound isheard, indicating that the airplane has crashed and the play session isat an end. If, instead, the child points the airplane at an upward angleand then levels the airplane, a different scenario is played out,wherein the airplane recovers and audible instructions are given toreturn to base. If, alternatively, the child first points the airplaneat an upward angle, then dives, a battle scenario is played out, withthe airplane's cannon lights are caused to flash, along withaccompanying gunfire sounds. The processor determines how many shellswere left at the end of the previous play session by reading anon-volatile memory, and will continue “firing” until the toy is pulledout of its dive or until there are no more shells left. Thus, aninnumerable number of play scenarios may be played in response to howthe child decides to play with the toy, stored play scenarios, andstored play patterns.

[0081] Table 1 illustrates examples of various verbal and sound effectswhich may be used in conjunction with one embodiment of the toy. Table 2illustrates examples of various discrete and continuous sensors, one ormore of which may be used in conjunction with one embodiment of thepresent invention. Different embodiments of the present invention mayuse discrete sensors in place of continuous sensors or continuoussensors in place of discrete sensors, though the amount and type ofinformation obtained may vary depending on the choice of sensor. Thedecision on the number and types of sensors to use may be affected bycost and size constraints as well as by the amount of sensor informationdesired. Corresponding types of sensors and sound affects may be used inother toys, such as tanks, boats, robots and the like. TABLE 1 SoundCategory Sound Air Dynamics 1. Various “whoosh” sound for maneuvers(climbing, banking, diving, accelerating, decelerating) 2. Sonic Boom 3.Doppler shift sounds Engine 1. Start-Up/Shutdown 2. Revving up/down 3.Idle 4. Cruising 5. AfterBurner 6. Stalling/FlameOut 7. Malfunction 8.Explosion Voice 1. Pilot warnings  a. Over G  b. Crash Warning  c. 1FF(Identify friend or foe) Threat Warning  d. Ejection Seat ActivationWarning  e. Mayday Warning  f. Damage Warning  g. Low fuel Warning  h.Amount of ordinance remaining Waring 2. Pilot Directions  a. Level Out b. Dive  c. Pull-up  d. Land  e. Fire ordinance 2. Mission ControllerCommands 3. On Board AI Weapon Targeting & Fire & WeaponStatus/Inventory 4. Radio Transmission  a. white noise  b. pilotbantering Landing Gear 1. Wheels down mechanical sounds 2. Brakingscreech 3. Taxiing 4. Rotating wheel sounds 5. Tire blow-out sounds 6.Peelout Munitions 1. Missile lock claxon and launch sound 2. Rotarycannon mechanical and firing sound 3. Munitions lock-in sound 4.Countermeasure deployment sound 5. Bomb dropping sounds 6. Missileflying sounds 7. Bomb and missile explosion sounds Other exemplary 1.Air brake deployment/retraction sound sounds 2. Wing flaps mechanicaland air turbulence sounds 3. Canopy opening and closing sounds 4.Ejection sounds 5. Explosive decompression sounds 6. Radar antennamovement sounds 7. Tearing and crushing metal sounds 8. Fluid leakingsounds 9. Fueling sounds 10. Electronic sounds, such as beeping 11.Warning Sirens 12. Glass breaking sounds 13. Cracking sounds 14. Musicalsounds 15. Grinding sounds 16. Gear sounds 17. Various generalservo/actuator motion sounds

[0082] TABLE 2 Sensor Type Toy Portion Sensors Continuous Nose Cone 1.Spinning Motion 2. Up/Down Wings Assembly 1. Independent wing movementalong “roll” axis 2. Independent wing movement along “pitch” axis TailAssembly 1. SpinningMotion 2. Pivotal Motion Vehicle body 1 .GravitySensor 2. Tilt Sensor 3. Motion Sensor 4. Accelerometer Landing gear 1.Wheel rotation Discrete Landing Gear 1. Deployment 2. Retraction 3.Ground Contact 4. Braking Cockpit Canopy 1. Open 2. Close 3. LockEjection Seat 1. Present 2. Eject Ordinance 1. Lock in 2. Release RadarDome 1. Open 2. Close 3. Lock Engine Access 1. Access Panel Removal 2.Engine Insertion/Lock In Place 3. Engine Removal/Unlock RefuelingPort 1. Hatch open/close 2. Fuel probe contact Wing Control Surfaces 1.Elevator up/down 2. Ailerons up/down Exchangeable External 1. Lock InPod 2. Jettison Speed Brake 1. Deployment 2. Lock in place/Unlock

[0083] In one embodiment, different views of which are illustrated inFIGS. 14A-F, a toy plane 1400A, including one or more of the featuresdescribed above, may also include a handle 1408B. FIG. 14A illustrates atop plan view of the toy, FIG. 14B illustrates a right hand view, FIG.14C illustrates a bottom plan view, FIG. 14D illustrates a rear view,FIG. 14E illustrates a front view, and FIG. 14F illustrates a topperspective view. The illustrated embodiment also includes a rotatable,tiltable, push/pull tail assembly 1404A. Wing assemblies 1042A may beindependently rotated about their own axes as well as at least part wayabout the fuselage axis. A nose/cockpit assembly 1406A may be rotatedabout its own axis and may be pivoted. These movements may beaccomplished using one or more of the joints or links described herein.FIG. 20 illustrates some of the possible movements. FIG. 21 illustratesa perspective view of an alternative embodiment of the toy illustratedin FIGS. 14A-F.

[0084] The handle 1408B, illustrated in FIG. 14B, permits a child tograsp and “fly” the plane without having to grasp and interfere withmotorized movable toy portions, such as wings or landing gear. For addedrealism and comfort, in one embodiment (not shown), the handle 1408 isconfigured and ergonomically contoured to resemble an airplane controlstick. Furthermore, the handle 1408B may be equipped with a variety ofcontrols (not shown), implemented as buttons, a touch-sensitive displayscreen, rotary controls, or other types of user input devices. Thesedevices allow the user to turn on the toy, select a specific playscenario, to select initial conditions, such as the amount of fuel,ordinance, play time, to select sound palettes, or to associate a soundwith a toy portion. The handle 1408B may also contain a microphone forvoice input, as described above. In one embodiment, the user may removethe handle 1408B.

[0085] In one embodiment, the primary input device is a touch-sensitiveLCD display screen (not shown). The user is presented with an initialmenu of choices, allowing the user to select a particular function. Oncethe user selects a function, the user is presented with further menuchoices. For example, if user selects the sound palette function, theuser is presented with a list of sound palettes, such as F-15 sounds,biplane sounds, sci-fi sound effects or the like. Similarly, if thechild selects from the initial menu to associate a sound with a movabletoy portion, the child is then presented with a list of toy portions,such as wings, hatches, bombs, engine, and the like. Once the childselects a toy portion, the child is presented with a list of sounds fromwhich the child can select. In addition, the display screen may be usedto provide help instructions. The help instructions can also be providedaudibly using a synthesized human voice. A similar user interface can bepresented to the user via a personal computer or the like linked to thetoy.

[0086]FIG. 18 illustrates a flowchart describing the high leveloperation of one embodiment of the present invention. The toy is firstpowered-up at a step 1802. Next, at a step 1804, the control circuit 300determines if there are any play pattern records indicating how the toywas previously played. For example, the play pattern may include howlong the previous play session or sessions lasted, how much ordinancewas used and how much ordinance remains, the amount of fuel used and theamount remaining, previous “damage” inflicted on the toy, which toyportions were manipulated by the user, etc. Based on the play patternrecords, a play scenario may optionally be devised. The control circuitthen reads both its analog and digital inputs at a step 1806. The statusof the inputs are then typically stored in a register or other memoryelement. The inputs' status is compared with the previous status todetect changes at a step 1808. Based on the inputs' status and otherfactors, including, by way of example one or more of the following: thecurrent play pattern scenario; the elapsed time between changes invarious I/O; the frequency of the changes in I/O; and randomizerfunctions (which ensures that the play will not be redundant), thecontrol circuit set various outputs at a step 1810. These outputscontrol the toy lights, sounds, motors and other mechanical controls.Thus, for the same set of current sensor readings, the control circuitmay cause different sounds to be generated, different lights to flashand different actuators to be activated based upon the other factorsdescribed above. If the control circuit fails to detect activity for apredetermined period of time at step 1812, then the control circuitgracefully shuts down the system and shuts off power at a step 1814.

[0087] In one embodiment, the control electronics is mounted in areusable core module, illustrated in FIGS. 4, 5, 9, 15, 16 and 17. Thecore module is configured to receive compatible subassemblies. In oneembodiment, the core module provides both a physical and an electricalinterface to the compatible subassemblies. The electrical interface isused to connect to the control electronics to optional subassemblysensors, motors, solenoids, actuators, lights, remote processors, andthe like. In one embodiment, the electrical interface is a standard USBor IEEE-242 serial interface. In another embodiment, discrete,individual interface signals are provided. In one embodiment, a coremodule electrical connector includes one or more male or female bananaplugs. In another embodiment, the electrical connector is amini-headphone-type connector.

[0088] The core module optionally identifies an attached subassemblyusing one or more techniques so as to properly communicate and controlthe subassembly. In one embodiment, a subassembly has an identificationresistor having a unique value. The core module measures the resistance,thereby determining the subassembly identity. In another embodiment, thecore module reads out an identification code stored in a subassemblymemory. In still another embodiment, the core module scans a bar codeidentifier located on the subassembly. In still another embodiment, thesubassembly is equipped with a unique physical “key,” such as a patternof bombs or ridges which interface with a “keyhole” on the core module.The core module reads the physical pattern, thereby identifying thesubassembly.

[0089] The toy subassemblies may be coupled to the core assembly usingone or more techniques. For example, as illustrated in FIGS. 4A-B, aball/socket interface is provided as a coupler. Thus, in the illustratedembodiment, a core module 400 has one or more sockets 402 configured toreceive on or more ball assemblies 404, having a ball shaped protrusion406. The ball assembly 404 is typically part of a second module or aperipheral assembly. The ball/socket interface allows the second moduleto be coupled to the core module 400 so that the two modules may berotated in at least two axes with respect to each other. The core modulemay optionally include various size sockets 402, 404 which may be usefor electrically and/or mechanically coupling toy assemblies together.In another embodiment, a hinged slot interface is provided, asillustrated in FIG. 5. A core module 500 includes one or more slots 502for receiving an assembly 504 having a knuckle 506. The hinged slotinterface permits the assembly 504 to be rotated with respect to thecore module 500 in at least one axis. The module may further includereceiving slots 508 which may provide a coupling mechanism with morelimited travel as compared with the travel provided by the slots 502.

[0090] As illustrated in FIG. 15, in still another embodiment, a coremodule 1500 may have different types of standard physical interfaces1510, 1508, 1504 to receive different types of subassemblies, such asprimary feature modules and secondary feature modules, as illustrated inFIG. 15. The terms “primary” and “secondary” are used herein to indicatemodules having different interfaces. Thus, a primary module interface1510 has a first physical configuration, including shape, size, andsocket configurations 1506 and a first type of electrical interface. Theprimary module interface 1510 may be used to receive a first type ofmodule, such as wing assemblies or chassis assemblies. A secondarymodule interface 1508 has a second physical configuration, includingshape, size, and socket configurations 1504 and, optionally, a secondtype of electrical interface. The secondary module interface 1508 may beused to receive a second type of module, such as a cockpit module 1502.A third physical interface consisting of sockets 1504 may be provided aswell.

[0091] FIGS. 12A-B illustrate a toy swing wing fighter jet 1200Aassembled from a variety of modules. Thus, as illustrated in FIG. 12B, acore module 1210B contains a variety of interfaces to allow the coremodule 1210B to be assembled with a variety of other modules. The coremodule 1210B has sockets 1214B for receiving ball joints. Thus, forexample, a cockpit module 1216B may be tiltably coupled to the coremodule 1210B using a ball-socket interface. The core module 1210B alsohas slots 1220B for receiving stationary modules, such as a tailassembly 1206B and wing assemblies 1222B. The wing assemblies includepivots 1222B which permit wing portions 1204B to swing forward andbackward. A engine module 1208B may be plugged into the rear of the coremodule 1210B. The core module 12 10B may optionally include a rotatingturbofan 1212B for use in simulating short takeoff, vertical landingoperations. The modules may optionally include processors, soundsynthesizers, speakers, sensors, and actuators as described above.

[0092] A child may advantageously build his own toy by selectingappropriate subassemblies, thus giving the child's imagination freereign. For example, as illustrated in FIGS. 11A-17D, one or more typesof core modules may be turned into either a tank, a jet or a combinationof the two by selecting the desired subassemblies. As illustrated, thesubassemblies may include turrets, tank treads, wheels, wings, cockpits,jet engines, etc. Thus, FIG. 11A illustrates a transport vehicle 1100Awhich includes aircraft parts, such as wings 1102A and missiles 1104A,as well as ground vehicle parts, such as a armored truck cab 1106A andwheeled chassis 1108A. The illustrated vehicle 110A may be intended as atransport vehicle for aircraft parts or as a hybrid vehicle. Similarly,FIG. 11B illustrates an aircraft body 1102B mounted on a wheeled chassis1104B, for towing purposes. The wheeled chassis includes a towingassembly 1106B. In addition, a support vehicle toy 1100C may be providedfor attaching and detaching peripheral modules to a core module.

[0093]FIG. 16A illustrates how a core module 1602A may be combined witha variety of other modules to assemble different types of vehicles, suchas the all-terrain vehicle illustrated in FIG. 16B and the tankillustrated in FIG. 16C. Thus, the core module 1602A may be combinedwith one or more of the following modules: an air propulsion engine andtail module 1604, a space propulsion engine and tail module 1606A, aground propulsion engine and tail module 1612A, side pod modules 1610A,wing modules 1608A, a ramjet pod module 1618A, an air defense turretmodule 1614A, a multirole weapons pod module 1616A, an aerospace-typecockpit module 1626A, a ground vehicle cockpit module 1628A, turretmodules 1620A, 1622A, 1624A, a tread module (not shown), and a wheeledchassis module (not shown).

[0094] Reuse of the core modules, as illustrated in FIG. 16, allows thechild to build an innumerable permutations of different toys, withouthaving to pay for the control electronics over and over again. FIGS.17A-C similarly illustrate a variety of flying vehicles built using thesame core module with different subassemblies. In other embodiments, thetoy system may be pre-assembled.

[0095]FIG. 24 illustrates a flowchart describing the operation of oneembodiment of the present invention incorporating modules as describedabove. For the purposes of illustration, it is assumed that the toy is ajet, though the flowchart could equally apply to other toys, such asother vehicle-types, figures, buildings, and the like. Upon startup theprocessor reads the module identification codes to determine whichmodules are present. The processor next reads an optional mode selectswitch which permits the user to manually select the play scenario. Theprocessor then reads the stored play pattern information to determinesuch things as how much fuel or ammunition remains from a previous playsession. The processor next causes initialization sounds and signals tobe generated. For example, engine idle sounds may be generated andlanding lights may be caused to flash. The processor then reads variousdiscrete and analog input signals to determine the relative positions ofvarious toy portions. The present positions are then compared to storedvalues indicating the positions of the toy portions when the toy waslast played with. Servo sounds may then be generated to give the audibleimpression that the toy portions are moving from their previouspositions to the present positions. The processor then selects a playscenario based upon the present input values, previous input values,and/or user play patterns. The processor then continuously reads inputvalues, including discrete sensors and sensors indicating motion,position, acceleration, temperature, and/or pressure. Correspondingsounds are then generated based upon the present input values, previousinput values, present and past locations of toy components as well asthe toy itself, velocity information, and/or acceleration information.In addition, the processor continuously monitors the above to determineif the play scenario should change.

[0096]FIGS. 6, 7, 8, 9A-C, 10, and 11 illustrate other exemplaryembodiments of the present invention. For example, FIG. 6 illustrates aplane 600 having tiltable unducted fan rotors 602. In one embodiment, auser may physically rotate the rotors 602 to face either upward orforward. Either a continuous sensor may be used to continuously sensethe rotation of the rotor or four discrete sensors may be used toindicate if the rotors 602 are pointed up, down, forward or backward.Sound generation circuits in the plane 600 synthesize appropriate windnoise and engine noise in response to rotor rotation. The plane is alsoequipped with removable ordinance 606, including air-to-ground andair-to-air ordinance.

[0097]FIG. 7 illustrates a helicopter 700, equipped removable weaponpods 712, openable notar vents 702, a rotating turbo-prop 704, arotatable rotor assembly 706, and targeting sensor pod 708, and apointable navigational, forward looking infrared sensor 710. Sensors maybe coupled to one or more of the movable or removable helicopterportions. Sounds may then be synthesized in response to sensed motion orchanges in position as similarly described above. Each of the movableportions may be motorized under processor control.

[0098]FIG. 8 illustrates a modular toy plane 800. The plane 800 consistsof several modules, each of which may contain one or more sensors,motors, or other actuators. In the illustrated embodiment, the planeconsists of an upper module 802 which may be assembled by a child or atthe factory with a lower module 804. The lower module 804, includesretractable landing gear 842 and corresponding closeable landing gearcovers 842. A variety of different weapons modules 828, 850 may beattached to the bottom of the lower module 804. The air-to-groundweapons module 828 includes toy bombs 840 which may be dropped throughopenable bay door 848 s. Similarly, the air-to-air weapons module 850includes toy missiles 852 which may be dropped through openable baydoors 848. Removable engines 810 equipped with movable thrust vectoringnozzles may be inserted into the plane 800. The plane 800 may also beequipped with movable wing flaps 846, an ejectable seat 816 and survivalpack 818, a cockpit control/display pod 826, a tilt-up canopy 820, aremovable action FIG. 824, and removable electronics modules 814 with ahinged access cover 812. The movable portions of the plane mayconfigured to move under both or either computerized motor control andin response to physical manipulation of the portions. Furthermore, theplane may be equipped with buttons disguised as plane assemblies which,when pressed, may cause bombs to drop, doors to open, or the ejection ofthe pilot. For example, a button may be disguised a an antenna 822. Whena user pushes the antenna 822 bombs are dropped. Sensors may be coupledto one or more of the movable or removable portions. Sounds may then besynthesized in response to sensed motion or changes in position assimilarly described above.

[0099]FIG. 9A illustrates a single engine plane 900A with canards 904Aand a toy lift fan 902A, simulating a short take-off, vertical landingplane. FIG. 9B illustrates a diamond wing plane 900B, while FIG. 9Cillustrates an arrowhead shaped plane 900C.

[0100]FIG. 10 illustrates a stealthy appearing battle tank 1000. Thetank 1000 includes a missile bay with an openable hatch 1002 concealingordinance 1004. Furthermore, the tank includes a rotatable turret 1006with a cannon 1010 that can be moved in elevation. The cannon 1010 canactually fire a spring-loaded shell 1012. An openable hatch 1008provides access to a tank cabin configured to receive an action FIG.1014. The tank is also equipped with wheels 1016 and treads 1018. Thetank 1000 can move backwards, forwards, and can turn. All movement ofthe tank as well as of movable portions of the tank may be accomplishedby computer controlled actuators or by physical manipulation by theuser. Further, sensors may be appropriately placed in the tank and onall moving portions. Information from these sensors may be used by aprocessor to generate appropriate sound, as described above.

[0101] While certain preferred embodiments of the invention have beendescribed, these embodiments have been presented by way of example only,and are not intended to limit the scope of the present invention.Accordingly, the breadth and scope of the present invention should bedefined only in accordance with the following claims and theirequivalents.

What is claimed is:
 1. An interactive toy which synthesizes sound inreal time in response to changing events, said toy comprising: at leastone sensor which provides continuous motion information, including atleast information related to the angular position and the velocity of atleast one toy portion's motion relative to a second toy portion, saidtoy portions resembling portions of a vehicle; a memory used to storedata relating to a plurality of play scenarios, said memory also used tostore information related to a user's play pattern; and a processorcoupled to said memory and said at least one sensor, said processorconfigured to select one of said play scenarios based on at least saidcontinuous motion information and to produce synthesized soundsresembling sounds made by real versions of at least one of said two toyportions in response to at least said continuous motion information,said play pattern information, and said selected play scenario.
 2. Aninteractive toy which synthesizes sound in real time in response tochanging events, said toy comprising: at least one sensor which providesan indication of the relative motion of at least two portions of saidtoy in at least two axes, said toy portions resembling portions of avehicle; a sound synthesizer coupled to said at least one sensor,wherein said sound synthesizer generates an audio signal in response tomotion sensed in said two axes.
 3. An interactive toy comprising: atleast a first movable portion; a body of said toy coupled to said firstmovable portion; at least a first sensor configured to provideinformation relating to the movement of said movable portion relativesaid body; at least a second sensor configured to provide informationrelating to movement of said toy as a whole; a memory used to store datarelating to a plurality of play scenarios; and at least a first controlcircuit coupled to said first sensor, said second sensor, and saidmemory, said control circuit configured to respond to said play scenariodata and information from said first sensor and from said second sensorby activating a shaking device which causes said toy to shake and saidcontrol circuit configured to synthesize in real-time a soundcorresponding to said shaking.
 4. The interactive toy as defined inclaim 3 , wherein said first movable portion includes at least a wing.5. The interactive toy as defined in claim 3 , wherein said firstmovable portion includes at least a turret.
 6. The interactive toy asdefined in claim 3 , wherein said corresponding sound is an enginesound.
 7. The interactive toy as defined in claim 3 , wherein said firstsensor includes at least a three-axis sensor.
 8. The interactive toy asdefined in claim 3 , further comprising a pressure sensor coupled tosaid control circuit, said pressure sensor providing information used bysaid control circuit to determine if said toy is on the ground.
 9. Theinteractive toy as defined in claim 3 , wherein said first sensor isconfigured to provide information related to an angle of rotation ofsaid first movable portion.
 10. A sound generation system for a toy,said sound generation system comprising: a first sensor configured todetect a first continuous motion; a second sensor configured to detect asecond continuous motion; and a processor coupled to said first sensorand said second sensor, said processor configured to generatesynthesized audio upon the occurrence of either said first continuousmotion or said second continuous motion, said synthesized audio relatedto at least the order in which said first continuous motion and saidsecond continuous motion occur.
 11. The sound generation system asdefined in claim 10 , wherein said sound generation system is configuredto provide sound-on-sound capability.
 12. The sound generation system asdefined in claim 10 , wherein said sound generation system is configuredto decompress recorded sounds.
 13. The sound generation system asdefined in claim 10 , wherein said sound generation system is configuredproduce variations of stored sounds.
 14. The sound generation system asdefined in claim 10 , wherein said sound generation system is configuredto modify at least one of a pitch, a timber, a speed, a reverberation, awaveshape or a frequency of at least one sound record.
 15. The soundgeneration system as defined in claim 10 , wherein said sound generationsystem is configured to combine at least two stored sounds to create anew sound.
 16. The sound generation system as defined in claim 10 ,wherein said synthesized sound is generated using at least one formula.17. The sound generation system as defined in claim 10 , wherein saidsynthesized sound is generated using at least a wavetable.
 18. The soundgeneration system as defined in claim 10 , wherein said sound generationsystem is configured to generate a sound based at least on a soundrecorded by a user.
 19. The sound generation system as defined in claim10 , wherein said sound generation system is located in a reusablemodule coupleable to a sensors in an accessory module.
 20. The soundgeneration system as defined in claim 10 , wherein said first sensor isa multi-axes motion sensor.
 21. A processor system module for a toy,said processor system module comprising: a processor; at least a firstinterface which is user couplable to a selected one of a firstperipheral module and a second peripheral module; at least a firstprocessor input coupleable to at least a first motion sensor located insaid selected peripheral module; at least a first processor outputcoupleable to at least a first transducer, wherein said processoractuates said transducer at least partly in response to motion sensed bysaid motion sensor; and at least a first audio output signal, whereinsaid audio output signal is created by said processor at least partly inresponse to motion detected by said motion sensor.
 22. The processorsystem module as defined in claim 21 , further comprising a secondinterface which is user couplable to a third peripheral module.
 23. Theprocessor system module as defined in claim 21 , wherein said processoris configured to identify a module coupled to said processor module. 24.The processor system module as defined in claim 21 , wherein said sensorsenses at least a motion of a first toy portion relative to a second toyportion.
 25. The processor system module as defined in claim 21 ,wherein said sensor senses at least a position of a portion of saidperipheral module.
 26. The processor system module as defined in claim21 , wherein said sensor senses at least pressure.
 27. The processorsystem module as defined in claim 21 , said processor having at leastone input coupled to a microphone.
 28. The processor system module asdefined in claim 21 , wherein said processor is configured to generateat least one play situation.
 29. The processor system module as definedin claim 21 , said processor configured to execute a user-loadedprogram.
 30. A toy comprising: a processor; a discrete position sensorcoupled to said processor by a first signal; a continuous motion sensorcoupled to said processor by a second signal; a memory configured tostore at least a user play pattern and a user downloaded sound palette;and a speaker coupled to said processor, said speaker configured to emitsounds based on an audio signal generated by said processor in responseat least a sensed position and a sensed motion, said sound palette, andsaid user play pattern.
 31. The toy as defined in claim 30 , whereinsaid play pattern is related to how the toy was previously played with.32. The toy as defined in claim 30 , wherein said processor includes atleast a microprocessor and a sound processor.
 33. The toy as defined inclaim 30 , wherein said discrete sensor is coupled to a toy door. 34.The toy as defined in claim 30 , wherein said continuous motion sensoris a range finder.
 35. The toy as defined in claim 30 , wherein saidcontinuous motion sensor is a ball-in-a-cage sensor.
 36. The toy asdefined in claim 30 , wherein said continuous motion sensor is a tiltsensor.
 37. The toy as defined in claim 30 , wherein said continuousmotion sensor is a gyroscope.
 38. The toy as defined in claim 30 ,wherein said continuous motion sensor is a light sensor.
 39. The toy asdefined in claim 30 , wherein said discrete sensor senses when a toylanding gear is in a retracted position.
 40. The toy as defined in claim30 , wherein said discrete sensor senses when a toy canopy is closed.41. The toy as defined in claim 30 , wherein said memory is used tostore predetermined play scenarios.
 42. An interactive toy, said toycomprising: at least a first sensor which senses the relative motion oftwo user-accessible toy portions; at least a second sensor which sensesthe orientation of said toy; at least a first memory for storing atleast a first play scenario; a randomizer providing a substantiallyrandom output; at least a first speaker; a processor coupled to saidfirst speaker, said first sensor, said second sensor, said memory, andsaid randomizer, said processor used to cause said speaker to emit asound related said play scenario, said substantially random output, andto movement detected by said sensor.
 43. A toy comprising: a processor;a motion sensor coupled to said processor; a memory coupled to saidprocessor, said memory used to store a user-selectable play scenario; asound generator coupled to said processor, said sound generatorsynthesizing sound based on at least motion sensed by said sensor andsaid user-selectable play scenario; and a transducer actuated by saidprocessor based on at least motion sensed by said sensor and saiduser-selectable play scenario.
 44. The interactive toy as defined inclaim 43 , wherein said transducer moves a weight.
 45. The interactivetoy as defined in claim 43 , said interactive toy further comprising acommunication sensor coupled to said processor for communicating withanother toy.
 46. The interactive toy as defined in claim 43 , saidinteractive toy further comprising a microphone for receiving audio. 47.The interactive toy as defined in claim 43 , wherein said toy isresponsive to voice commands.
 48. The interactive toy as defined inclaim 43 , wherein a program used to control said processor may beloaded into said toy by a user.
 49. The interactive toy as defined inclaim 43 , wherein a data used to control said processor may be loadedfrom a television set.
 50. The interactive toy as defined in claim 43 ,wherein a program used to control said processor may be loaded from acomputer.
 51. The interactive toy as defined in claim 43 , saidinteractive toy further comprising a stored play pattern which is usedto at least partly determine how said processor responds to inputs fromsaid first sensor.
 52. The interactive toy as defined in claim 43 ,wherein a play scenario may be loaded into said toy by a user.
 53. Theinteractive toy as defined in claim 43 , wherein said toy resembles aflying vehicle.
 54. The interactive toy as defined in claim 43 , whereinsaid toy resembles a motor vehicle.
 55. The interactive toy as definedin claim 43 , wherein said toy resembles a building.
 56. A toy aircraftcomprising: a body; a wing movably coupled to said body; a sensor whichdetects a movement of said wing relative to said body; a sensor whichdetects when said aircraft is lifted; and a processor coupled to saidsensors, said processor configured to synthesize a first audio signalwhen said sensors indicate movement of said first toy portion while saidaircraft is being lifted, and said processor configured to synthesize asecond audio signal when said sensors indicate the movement of saidfirst toy portion when said aircraft is not being lifted.
 57. The toyaircraft as defined in claim 56 further comprising an actuator coupledto a movable toy portion, wherein said actuator is controlled by saidprocessor.
 58. The toy aircraft as defined in claim 57 , wherein saidmovable toy portion is a canopy.
 59. The toy aircraft as defined inclaim 57 , wherein said movable toy portion is a wing.
 60. The toyaircraft as defined in claim 57 , wherein said movable toy portion islocated completely within said toy body.
 61. The toy aircraft as definedin claim 57 , wherein movement of said movable toy portion initiates theshaking of said toy aircraft.
 62. The toy aircraft as defined in claim56 , further comprising a tilt sensor coupled to said processor.
 63. Thetoy aircraft as defined in claim 56 , further comprising a lightemitting device coupled to said processor, wherein said light emittingdevice is intended to be used to simulate cannon fire.
 64. The toyaircraft as defined in claim 56 , wherein said processor is configuredto synthesize at least one of a Doppler shift sound, a gun firing sound,an engine sound, a missile launch sound, a bomb drop sound, a whirringsound, a clanking sound, and a crash sound.
 65. A toy armored vehiclecomprising: a body; a turret rotatably coupled to said body; a cannoncoupled to said turret; at least one sensor which detects a movement ofsaid turret relative to said body and the movement of said cannonrelative to said turret; a processor coupled to said at least onesensor, said processor configured to synthesize a first audio signalwhen said cannon is moving while said turret is stationary and tosynthesize a second audio signal when said cannon moving while saidturret moving.
 66. The toy vehicle as defined in claim 65 furthercomprising an actuator coupled to a movable toy portion, wherein saidactuator is controlled by said processor.
 67. The toy vehicle as definedin claim 66 , wherein said movable toy portion is said cannon.
 68. Amodular toy system comprising: a core module containing a processorwhich synthesizes sound in real time, said core module having at leastone input and at least one output; a peripheral module having a sensorfor sensing at least one condition, said peripheral module beingremovably coupleable to said core module so that said sensor is inelectrical communication with said processor input when said peripheralmodule is coupled to said core module, wherein said processor isconfigured to synthesize sound in real-time in response to said sensorsensing said at least one condition; and a speaker coupled to saidprocessor so that said speaker emits synthesized sound generated by saidprocessor in response to a sensed condition.
 69. The modular toy systemas defined in claim 68 wherein said peripheral module includes aperipheral module identifier.
 70. The modular toy system as defined inclaim 69 wherein said peripheral module identifier is a physical key.71. The modular toy system as defined in claim 69 wherein saidperipheral module identifier is an electrical circuit.
 72. The modulartoy system as defined in claim 69 wherein said peripheral moduleidentifier stored in a memory.
 73. The modular toy system as defined inclaim 68 wherein said core module resembles at least a portion of afuselage.
 74. The modular toy system as defined in claim 68 wherein saidperipheral module is a wing assembly.
 75. The modular toy system asdefined in claim 68 wherein said peripheral module is a cockpitassembly.
 76. The modular toy system as defined in claim 68 wherein saidcore module resembles at least a portion of a motor vehicle body. 77.The modular toy system as defined in claim 68 wherein said peripheralmodule is a turret.
 78. The modular toy system as defined in claim 68wherein said peripheral module is a turret assembly.
 79. A method ofoperating a toy, said method comprising the acts of: sensing motion ofat least a first portion of said toy in at least two axes; andsynthesizing a sound in real-time so that said sound varies in a mannerrelated at least in part to said sensed motion.
 80. The method asdefined in claim 79 , wherein said toy is a toy vehicle.
 81. The methodas defined in claim 79 , wherein said toy is a building.
 82. The methodas defined in claim 79 further comprising the acts of: sensing motion ofat least a second portion of said toy; and synthesizing a sound inreal-time related to at least both sensed motion of said first portionand sensed motion of said second portion.
 83. The method as defined inclaim 79 wherein said synthesized sound varies according to which toyportion is moved first in a first time period.
 84. The method as definedin claim 79 further comprising the act of providing a user input devicefor selecting one or more play functions.
 85. An electronic toycomprising: a means for sensing motion of at least a first portion ofsaid toy relative to a second toy portion in a plurality of axes; and ameans for synthesizing a sound in real-time so that said sound varies ina manner related at least in part to said sensed motion.